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> Law's Custom Equipment Screen, First script submission to RRR!
The Law G14
post Sep 26 2009, 06:02 AM
Post #41


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Well first of all, what line are you getting the error from?

Second of all, are you sure you put the picture of your character in the pictures section of your recource manager?

EDIT: Just remebered how I changed the script around, name your first actor '1' and you should be set.


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Soul_Torn
post Sep 26 2009, 10:58 AM
Post #42


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QUOTE (The Law G14 @ Sep 26 2009, 07:02 AM) *
Well first of all, what line are you getting the error from?

Second of all, are you sure you put the picture of your character in the pictures section of your recource manager?

EDIT: Just remebered how I changed the script around, name your first actor '1' and you should be set.


did all that still getting an error for line 139?
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The Law G14
post Sep 26 2009, 11:02 AM
Post #43


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No like, name your first actor, whcih is the first actor in the actors tab fo the database, name him '1', then the second would be '2' and so on. Also, are you getting an error in my script or the Enu script.


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Soul_Torn
post Sep 26 2009, 11:12 AM
Post #44


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QUOTE (The Law G14 @ Sep 26 2009, 12:02 PM) *
No like, name your first actor, whcih is the first actor in the actors tab fo the database, name him '1', then the second would be '2' and so on. Also, are you getting an error in my script or the Enu script.




This is the error I am getting.

And do i actually name my character in the actors tab "1" ?
like as his name... or just his image. o.o
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The Law G14
post Sep 26 2009, 11:14 AM
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No you name the image as 1 if it's the first actor in the actors tab of the database, 2 if it's the second, and so on. Also, line 139 of my script is just 'end'. Are you sure that's the line?


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Soul_Torn
post Sep 26 2009, 11:18 AM
Post #46


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QUOTE (The Law G14 @ Sep 26 2009, 12:14 PM) *
No you name the image as 1 if it's the first actor in the actors tab of the database, 2 if it's the second, and so on. Also, line 139 of my script is just 'end'. Are you sure that's the line?


I followed the instructions to the letter... And I think i might have missed something. And I have no idea what the error is. >.>;;
Thats just the message that pops up. .o.o
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The Law G14
post Sep 26 2009, 11:20 AM
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Alright, open up a new rpg maker xp project, download my script again, and put it in the new project. Get any random face graphic and name it '1' and see if there's still an error when you try to open the equipment screen.


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"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

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Soul_Torn
post Sep 26 2009, 11:23 AM
Post #48


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QUOTE (The Law G14 @ Sep 26 2009, 12:20 PM) *
Alright, open up a new rpg maker xp project, download my script again, and put it in the new project. Get any random face graphic and name it '1' and see if there's still an error when you try to open the equipment screen.


yeah same error.
Its odd cause your custom menu works fine... just not the equipment screen or the battle icons... I get errors... >.>


This post has been edited by Soul_Torn: Sep 26 2009, 11:26 AM
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The Law G14
post Sep 26 2009, 11:26 AM
Post #49


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Alright two things:

First of all, can you post what's on the whole line of where you're getting the error.

Also, in that line, there should be a '-@', take out the minus sign.

Just found the error. Somewhere here:

CODE
@new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int


You put a minus sign before the @, make sure to delete that.


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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Soul_Torn
post Sep 26 2009, 11:31 AM
Post #50


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QUOTE (The Law G14 @ Sep 26 2009, 12:26 PM) *
Alright two things:

First of all, can you post what's on the whole line of where you're getting the error.

Also, in that line, there should be a '-@', take out the minus sign.

Just found the error. Somewhere here:

CODE
@new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int


You put a minus sign before the @, make sure to delete that.


here is my script section:

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The Law G14
post Sep 26 2009, 11:36 AM
Post #51


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Use this version of the script instead:


CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#====================*Law's Custom Equipment Screen*===========================
#=========================Author: The Law G14==================================
#============================Version 1.0=======================================
#==============================================================================
#------------------------------------------------------------------------------
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 64, 415, 232)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Face Graphic
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
    bitmap = RPG::Cache.picture(actor.id.to_s)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------    
  def refresh
    self.contents.clear
    draw_actor_face_graphic(@actor, x + 50, y - 20)
    draw_actor_name(@actor, 300, 0)
    draw_actor_level(@actor, 4, 0)
    draw_actor_parameter(@actor, 4, 24, 0)
    draw_actor_parameter(@actor, 4, 48, 1)
    draw_actor_parameter(@actor, 4, 72, 2)
    draw_actor_parameter(@actor, 4, 96, 3)
    draw_actor_parameter(@actor, 4, 120, 4)
    draw_actor_parameter(@actor, 4, 144, 5)
    draw_actor_parameter(@actor, 4, 168, 6)
     if @new_atk != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 24, 40, 32, '->', 1)
     if @new_atk > @actor.atk
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_atk < @actor.atk)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 24, 36, 32, @new_atk.to_s, 2)
     end
    if @new_pdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 48, 40, 32, '->', 1)
     if @new_pdef > @actor.pdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_pdef < @actor.pdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 48, 36, 32, @new_pdef.to_s, 2)
     end
    if @new_mdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 72, 40, 32, '->', 1)
     if @new_mdef > @actor.mdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_mdef < @actor.mdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 72, 36, 32, @new_mdef.to_s, 2)
     end
    if @new_str != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 96, 40, 32, '->', 1)
     if @new_str > @actor.str
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_str < @actor.str)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 96, 36, 32, @new_str.to_s, 2)
     end
    if @new_dex != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 120, 40, 32, '->', 1)
     if @new_dex > @actor.dex
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_dex < @actor.dex)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 120, 36, 32, @new_dex.to_s, 2)
     end
    if @new_agi != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 144, 40, 32, '->', 1)
     if @new_agi > @actor.agi
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_agi < @actor.agi)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 144, 36, 32, @new_agi.to_s, 2)
     end
    if @new_int != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 168, 40, 32, '->', 1)
     if @new_int > @actor.int
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_int < @actor.int)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 168, 36, 32, @new_int.to_s, 2)
     end
  end
  #--------------------------------------------------------------------------
  # * Set parameters after changing equipment
  #     new_atk  : attack power after changing equipment
  #     new_pdef : physical defense after changing equipment
  #     new_mdef : magic defense after changing equipment
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
                         new_agi, new_int)
    if @new_atk != new_atk || @new_pdef != new_pdef || @new_mdef != new_mdef ||
        @new_str != new_str || @new_dex != new_dex || @new_agi != new_agi ||
        @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 295, 415, 185)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 160, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 160, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 160, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 160, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 160, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 140, 32 * 0)
    draw_item_name(@data[1], 140, 32 * 1)
    draw_item_name(@data[2], 140, 32 * 2)
    draw_item_name(@data[3], 140, 32 * 3)
    draw_item_name(@data[4], 140, 32 * 4)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor      : actor
  #     equip_type : equip region (0-3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(0, 64, 224, 415)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add equippable weapons
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    # Add equippable armor
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    # Add blank page
    @data.push(nil)
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 160, y, 16, 32, "x", 1)
    self.contents.draw_text(x + 163, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # If right window is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end



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"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

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My Project Thread: Gai's Hunters


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Soul_Torn
post Sep 26 2009, 11:39 AM
Post #52


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Group: Member
Posts: 37
Type: Writer
RM Skill: Intermediate




Works like a charm. Now, should i post in your battle icon thread for help?
or should i just stay here?
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The Law G14
post Sep 26 2009, 11:44 AM
Post #53


Scripter FTW
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Group: Local Mod
Posts: 1,346
Type: Scripter
RM Skill: Skilled
Rev Points: 5




Nope just post over there, it's ok to post in script threads that have been inactive for a while.


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To put in sig, copy this link:
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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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Soul_Torn
post Sep 26 2009, 11:57 AM
Post #54


Level 3
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Group: Member
Posts: 37
Type: Writer
RM Skill: Intermediate




QUOTE (The Law G14 @ Sep 26 2009, 12:44 PM) *
Nope just post over there, it's ok to post in script threads that have been inactive for a while.


Major Bug.

http://www.youtube.com/watch?v=dWeW9wMfAwU

i am bad at explaining things so I made a you tube video.
The numbers are all screwy looking, and you can't un equip it.... just the stats change.

This post has been edited by Soul_Torn: Sep 26 2009, 11:58 AM
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The Law G14
post Sep 26 2009, 12:38 PM
Post #55


Scripter FTW
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Group: Local Mod
Posts: 1,346
Type: Scripter
RM Skill: Skilled
Rev Points: 5




Try this version of the script:

CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#====================*Law's Custom Equipment Screen*===========================
#=========================Author: The Law G14==================================
#============================Version 1.0=======================================
#==============================================================================
#------------------------------------------------------------------------------
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 64, 415, 232)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Face Graphic
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
    bitmap = RPG::Cache.picture(actor.id.to_s)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------    
  def refresh
    self.contents.clear
    draw_actor_face_graphic(@actor, x + 50, y - 20)
    draw_actor_name(@actor, 300, 0)
    draw_actor_level(@actor, 4, 0)
    draw_actor_parameter(@actor, 4, 24, 0)
    draw_actor_parameter(@actor, 4, 48, 1)
    draw_actor_parameter(@actor, 4, 72, 2)
    draw_actor_parameter(@actor, 4, 96, 3)
    draw_actor_parameter(@actor, 4, 120, 4)
    draw_actor_parameter(@actor, 4, 144, 5)
    draw_actor_parameter(@actor, 4, 168, 6)
     if @new_atk != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 24, 40, 32, '->', 1)
     if @new_atk > @actor.atk
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_atk < @actor.atk)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 24, 36, 32, @new_atk.to_s, 2)
     end
    if @new_pdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 48, 40, 32, '->', 1)
     if @new_pdef > @actor.pdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_pdef < @actor.pdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 48, 36, 32, @new_pdef.to_s, 2)
     end
    if @new_mdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 72, 40, 32, '->', 1)
     if @new_mdef > @actor.mdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_mdef < @actor.mdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 72, 36, 32, @new_mdef.to_s, 2)
     end
    if @new_str != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 96, 40, 32, '->', 1)
     if @new_str > @actor.str
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_str < @actor.str)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 96, 36, 32, @new_str.to_s, 2)
     end
    if @new_dex != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 120, 40, 32, '->', 1)
     if @new_dex > @actor.dex
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_dex < @actor.dex)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 120, 36, 32, @new_dex.to_s, 2)
     end
    if @new_agi != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 144, 40, 32, '->', 1)
     if @new_agi > @actor.agi
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_agi < @actor.agi)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 144, 36, 32, @new_agi.to_s, 2)
     end
    if @new_int != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 168, 40, 32, '->', 1)
     if @new_int > @actor.int
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_int < @actor.int)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 168, 36, 32, @new_int.to_s, 2)
     end
  end
  #--------------------------------------------------------------------------
  # * Set parameters after changing equipment
  #     new_atk  : attack power after changing equipment
  #     new_pdef : physical defense after changing equipment
  #     new_mdef : magic defense after changing equipment
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
                         new_agi, new_int)
    if @new_atk != new_atk || @new_pdef != new_pdef || @new_mdef != new_mdef ||
        @new_str != new_str || @new_dex != new_dex || @new_agi != new_agi ||
        @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 295, 415, 185)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 160, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 160, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 160, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 160, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 160, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 140, 32 * 0)
    draw_item_name(@data[1], 140, 32 * 1)
    draw_item_name(@data[2], 140, 32 * 2)
    draw_item_name(@data[3], 140, 32 * 3)
    draw_item_name(@data[4], 140, 32 * 4)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor      : actor
  #     equip_type : equip region (0-3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(0, 64, 224, 415)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add equippable weapons
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    # Add equippable armor
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    # Add blank page
    @data.push(nil)
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 160, y, 16, 32, "x", 1)
    self.contents.draw_text(x + 163, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # If right window is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end


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Soul_Torn
post Sep 26 2009, 12:41 PM
Post #56


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I get the same error. o.o.
Not a crash. just i can't unequip the item. The stats change. But it says i still have it equipped... and the weapon appears in my inventory...
And the < / > *greater than and less than signs* are overlapping the numbers.
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The Law G14
post Sep 26 2009, 12:43 PM
Post #57


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Do you have any other scripts besides the Enu one? If so, be sure to put my equipment screen script under all of them.


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Soul_Torn
post Sep 26 2009, 12:46 PM
Post #58


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QUOTE (The Law G14 @ Sep 26 2009, 01:43 PM) *
Do you have any other scripts besides the Enu one? If so, be sure to put my equipment screen script under all of them.



Quite a few... but most of them apply to Enu.
One that tells me i am overwriting a save and asks for confirmation.. and another that displays the name of the map in the upper right corner. o.o
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The Law G14
post Sep 26 2009, 01:00 PM
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Does this error still occur in an empty rpg maker xp document? Because I'm not getting that error unless the save confirmation script or the map name popup is messing up with it which I highly doubt.


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Soul_Torn
post Sep 26 2009, 01:04 PM
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QUOTE (The Law G14 @ Sep 26 2009, 02:00 PM) *
Does this error still occur in an empty rpg maker xp document? Because I'm not getting that error unless the save confirmation script or the map name popup is messing up with it which I highly doubt.


An new project with it as its only script.. it works fine then.. -.-
Its the side view battle system again. Cause when i put every script into the new project, except the ENu... then it works perfectly.
o.o

This post has been edited by Soul_Torn: Sep 26 2009, 01:11 PM
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